コード例 #1
0
    //public static void BuildIOS()
    //{
    //    PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.iOS, bundleID);//测试用
    //    Debug.Log("CURRENT BUNDLE " + PlayerSettings.applicationIdentifier);
    //    BuildPlayer();
    //}
    static void BuildPlayer()
    {
        Debug.Log("Build is start" + System.DateTime.Now);
        string[] scenes = new string[] { scene };

#if !RELEASE
        EditorSceneManager.OpenScene(scene, OpenSceneMode.Single);
        GameObject.Instantiate(AssetDatabase.LoadAssetAtPath <GameObject>("Assets/TapEnjoy/ZPlugins/GMPlugin/GMPlugin.prefab")).SetActive(true);
        EditorSceneManager.SaveOpenScenes();
        AssetDatabase.SaveAssets();
#endif

#if UNITY_ANDROID
        AndroidSettings();
        string to = "../android/game.apk";
        QuickAcessUtils.CheckDirectory(Path.GetDirectoryName(to));
        BuildPipeline.BuildPlayer(scenes, to, BuildTarget.Android, BuildOptions.None);
#elif UNITY_IOS
        string to = "../ios";
        to = Path.GetFullPath(to);
        QuickAcessUtils.CheckDirectory(to);
        BuildPipeline.BuildPlayer(scenes, to, BuildTarget.iOS, BuildOptions.None);
#else
        string to = "../win/game.exe";
        QuickAcessUtils.CheckDirectory(Path.GetDirectoryName(to));
        BuildPipeline.BuildPlayer(scenes, to, BuildTarget.StandaloneWindows, BuildOptions.None);
#endif
    }
コード例 #2
0
    public static void BuildAssetBundle()
    {
        QuickAcessUtils.CheckDirectory(FilePathDefine.projectExportPath, false);
        string      p  = FilePathDefine.projectExportPath;
        BuildTarget bt = EditorUserBuildSettings.activeBuildTarget;

        Debug.Log(p);
        BuildPipeline.BuildAssetBundles(p, babo, bt);
    }
コード例 #3
0
    static void BuildSignleAB()
    {
        UnityEngine.Object[]    objects = Selection.objects;
        List <AssetBundleBuild> all     = new List <AssetBundleBuild>();

        for (int i = 0; i < objects.Length; i++)
        {
            AssetBundleBuild build = new AssetBundleBuild();
            string           p     = AssetDatabase.GetAssetPath(objects[i]);
            build.assetBundleName = p.Replace("/", ".");
            build.assetNames      = new string[] { p };
            all.Add(build);
        }
        QuickAcessUtils.CheckDirectory("单AB测试", false);
        BuildPipeline.BuildAssetBundles("单AB测试", all.ToArray(), BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
    }